In fact, Qualcomm's documentation spells this out: https://docs.qualcomm.com/nav/home/overview.html?product=160...
In fact, Qualcomm's documentation spells this out: https://docs.qualcomm.com/nav/home/overview.html?product=160...
Watched almost all of them except igloo/build fighter type
Hathaway had a great fight sequence where you felt the scale of Gundam and the violence/heat
the soundfx tooo ahhhh
https://youtu.be/oiiIkSuiios?si=ylHdAqVnE2pPeSKv&t=202
Thunderbolt has great graphics too and the jazz
And unicorn the bell pepper gundam
Also lol @ kshatriya being called bell pepper. It's probably my favorite non-gundam mobile suit. I wish they'd make an MG kit for it despite how massive it is.
So what is good order to watch Gundam in 2025? What should be skipped?
Are mangas/novels worth it or is it better just to watch anime?
I started with Zero, and I feel it was a good way to start, but a lot of people disagree.
DXVK, vkd3d on the other hand is propped up by dozens of passionate open-source contributors.
I'm drawing my lines not based on technicalities, but on the reality of the situation when it comes to how much the "controlling entity" of each API cares about supporting your platforms. And the fact is, Khronos has put time and money into supporting more platforms than Microsoft has.
They were meant to be means for more flexible last stage of more or less traditional GPU pipeline. Normal shader would do something like sample a pixel from texture using UV coordinates already interpolated by GPU (don't even have to convert x,y screen or world coordinates into texture UV yourself), maybe from multiple textures (normal map, bump map, roughness, ...) combine it with light direction and calculate final color for that specific pixel of triangle. But the actual drawing structure comes mostly from geometry and texture not the fragment shader. With popularity of PBR and deferred rendering large fraction of objects can share the same common PBR shader parametrized by textures and only some special effects using custom stuff.
For any programmable system people will explore how far can it be pushed, but it shouldn't be surprise that things get inconvenient and not so intuitive once you go beyond normal use case. I don't think anyone is surprised that computing Fibonacci numbers using C++ templates isn't intuitive.
That too kinda depends on where you draw the line, the spec text is freely available but all development happens behind closed doors under strict NDA. From an outsiders perspective it doesn't feel very open to get completely stonewalled by Khronos on the status of a feature that debuted in DirectX or CUDA well over a year ago, they won't even confirm whether it's on their roadmap.
My definition of open is that Khronos doesn't restrict (as far as I know) what platforms Vulkan can be implemented on. The same cannot be said for DX12 or Metal.
I think, since they mentioned some enterprise deployments on Windows won't have Vulkan drivers preinstalled, that drivers merely being available is not enough for GP to count them as Vulkan "running". I think GP is only counting platforms (and circumstances) where you can reasonably expect Vulkan support to already be present.
Also, Vulkan is labeled as Open Source. It is not open source.
The are other mistakes in that area as well. It claims WebGPU is limited to Browsers. It is, not. WebGPU is available as both a C++ (Dawn) and a Rust (WGPU) library. Both run on Windows, MacOS, Linux, iOS, and Android. It is arguably the most cross platform library. Tons of native projects using both libraries.
Vulkan is also not really cross-platform any more than DirectX . DirectX runs on 2 platforms (listed in the aritcle). Vulkan runs on 2+ platforms, Android, and Linux. It runs on Windows but not on all windows. For example, in a business context using Remote Desktop, Vulkan is rarely available. It is not part of Windows, and is not installed by default. Graphics card companies (NVidia, AMD) include it. Windows itself does not. Vulkan also does not run on MacOS nor iOS
Also a small correction: Vulkan actually _does_ run Apple platforms (via Vulkan-to-Metal translation) using MoltenVK and the new KosmicKrisp driver, and it works quite well.
What the modern APIs give you is less CPU driver overhead and new functionality like ray tracing. If you're not CPU-bound to begin with and don't need those new features, then there's not much of a reason to switch. The modern APIs require way more management than the prior ones; memory management, CPU-GPU synchronization, avoiding resource hazards, etc.
Also, many of those AAA games are also moving to UE5, which is basically DX12 under the hood (presumably it should have a Vulkan backend too, but I don't see it used much?)